Regardless of whether or not the commander needs tweaks, the biggest thing I don't understand is this notion that "emplacements don't belong in the game." It seems like an easy cop out type answer... "I don't like something, so it shouldn't be there!" |
Does this mean things like "Terminator Rifles" and other such things were bogus all along? |
smoke and flank was never been more true than now.
also, AT guns make short work of emplacements, EVEN when braced
The most effective way to get rid of emplacements IMO is to force the brit player to brace by using arty on his emplacements, and then hit it with shreks, AT guns, tanks, etc. I agree that even when braced, they only last a few seconds. |
I have the best success in USF 1v1 with the Heavy Cavalry commander. I like that riflemen have a few more options at their disposal, and I also like using the smoke call-in if I don't have nades and really need it. Of course, USF is extremely muni intensive, so it's not an ability you can constantly be using.
Lastly, I replace any lost squads with Rangers, as they're absolute monsters if you can close in on other squads. The Pershing is vastly overpriced for what it does, but can be useful if they manage to get out some of their heavy's. |
I'm curious, what exactly constitutes "sim-city"? A single bofors? A mortar pit? Lol, if you think a single bofors is tough, try going up against overlapping MG42's guarding a a cutoff, and tell me how it's any different. |
As many have already said, USF is a very strong faction, HOWEVER, they are also the hardest faction to play efficiently in my opinion, because of the massive amount of micro needed. This is why I think newer players often struggle with USF, but once you get more experienced with the game, and your micro improves, they can become fairly potent.
With USF it's expected that you'll be aggressive, and so you can't really sit on top of a few control points and wait it out. Also, as others have already mentioned, the longer the game goes on, the harder it gets. Once things like the KT come rolling out, it can be GG if you aren't expecting it and properly prepared.
If you're new to the game in general, Ostheer, OKW, or Brits may be easier to start with, just because they're more defensive minded factions. They're not BETTER factions, but they are easier to play IMO, since there is a lot less micro involved, and the onus is not always on you to constantly keep pushing. |
The Pershing isn't bad, but for it's high price, it definitely leaves something to be desired. It still feels like it's made out of paper, but in this case you could say cardboard, since it's slightly more durable than USFs other armor, but not by much. |
In my experience, if you can get an emplacement to brace through ISG fire, you can usually knock it out with incendiary grenades once it's brace period ends. Incendiary grenades will make quick work of any emplacements.
Alternatively, remember that he just spent a ton of manpower locking down one area. If he's setup around a particular point, working on capping other areas of the map if you don't have the tools to knock out the emplacement right away. |
OKW is probably the easiest faction to play, hands down. That doesn't mean they're the strongest or overpowered, just that they don't require a ton of micro.
In my opinion, OKW is fairly strong throughout the entire match, with quick capping power in the early game, and some of the best armor available for the late game. Their mainline infantry (Volks) also have a ton of utility as well. They can act as standard infantry, they have access to the panzershreck for anti-tank roles, and they also have access to incendiary grenades, so they're excellent at clearing garrisons. There's very little a group of volks can't do, which is why you'll commonly hear about them being "blobbed". They also get access to various trucks, and can really lock down an area if they choose to play aggressively.
Ost on the other hand, pretty much has the tools to handle any type of situation, and IMO are the most complete faction in the game. However, because they revolve around their strong support weapons, each individual unit has a lot less utility. For a newer player, I do think ost may be more challenging, but I also think you'll get better at understanding the different unit types and how they should operate together.
Ost is also a very defensive type faction. You'll typically start slow, but if you can hang on, you'll eventually start to snowball through the match. Like OKW, ost has access to some of the best late armor in the game.
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Considering their cost and static nature, mortar pits NEED to have high range. They're easily wrecked by the mortar halftrack or ISGs. |